mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 14:07:20 +00:00
891648288a
Probably the third or fourth pass of this darn header... Just keep making it better every time Rename some functions to make more sense to a reader Use different method for Observing/subscribing to component events Get rid of abomination of overloading GetParentUser
21 lines
714 B
C++
21 lines
714 B
C++
#include "ActSharkPlayerDeathTrigger.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionTaskType.h"
|
|
#include "Entity.h"
|
|
|
|
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
|
|
int32_t param2, int32_t param3) {
|
|
if (args == "achieve") {
|
|
auto* missionComponent = sender->GetComponent<MissionComponent>();
|
|
if (!missionComponent) return;
|
|
|
|
missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
|
|
|
|
if (sender->IsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
|
|
|
|
if (sender->GetCharacter()) {
|
|
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
|
|
}
|
|
}
|
|
}
|